/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, 
 * MA  02110-1301, USA.
 *
 * http://www.gnu.org/copyleft/gpl.html
 */
package com.aionemu.gameserver.model.gameobjects.stats.modifiers;

import com.aionemu.gameserver.model.gameobjects.player.Player;
import com.aionemu.gameserver.model.gameobjects.stats.Stat;
import com.aionemu.gameserver.model.gameobjects.stats.StatEnum;
import com.aionemu.gameserver.model.templates.item.WeaponType;

/**
 * @author Mr. Poke
 *
 */
public class WeaponMasteryModifier extends RateModifier
{
	private WeaponType weaponMastery;

	@Override
	public void apply(Stat stat)
	{
		Player player = (Player) stat.getOwner();
		switch (getStat())
		{
			case PHYSICAL_ATTACK_MAIN_HAND:
				if (player.getEquipment().getMainHandWeaponType() == weaponMastery)
					super.apply(stat);
				return;
			case PHYSICAL_ATTACK_OFF_HAND:
				if (player.getEquipment().getOffHandWeaponType() == weaponMastery)
					super.apply(stat);
				return;
		}
		if (player.getEquipment().getMainHandWeaponType() == weaponMastery)
			super.apply(stat);
	}
	
	public static WeaponMasteryModifier newInstance(StatEnum stat, int value, byte priority, boolean isBonus, WeaponType weaponMastery)
	{
		WeaponMasteryModifier m = new WeaponMasteryModifier();
		m.setStat(stat);
		m.setValue(value);
		m.setBonus(isBonus);
		m.setPriority(priority);
		m.nextId();
		m.weaponMastery = weaponMastery;
		return m;
	}
}
